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internal/graphicsdriver/opengl: remove the built-in shaders
Updates #2369
This commit is contained in:
parent
5f7db485f2
commit
033997d928
@ -1,251 +0,0 @@
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// Copyright 2014 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package opengl
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import (
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"fmt"
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"regexp"
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"strings"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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// glslReservedKeywords is a set of reserved keywords that cannot be used as an indentifier on some environments.
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// See https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf.
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var glslReservedKeywords = map[string]struct{}{
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"common": {}, "partition": {}, "active": {},
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"asm": {},
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"class": {}, "union": {}, "enum": {}, "typedef": {}, "template": {}, "this": {},
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"resource": {},
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"goto": {},
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"inline": {}, "noinline": {}, "public": {}, "static": {}, "extern": {}, "external": {}, "interface": {},
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"long": {}, "short": {}, "half": {}, "fixed": {}, "unsigned": {}, "superp": {},
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"input": {}, "output": {},
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"hvec2": {}, "hvec3": {}, "hvec4": {}, "fvec2": {}, "fvec3": {}, "fvec4": {},
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"filter": {},
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"sizeof": {}, "cast": {},
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"namespace": {}, "using": {},
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"sampler3DRect": {},
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}
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var glslIdentifier = regexp.MustCompile(`[_a-zA-Z][_a-zA-Z0-9]*`)
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func checkGLSL(src string) {
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for _, l := range strings.Split(src, "\n") {
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if strings.Contains(l, "//") {
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l = l[:strings.Index(l, "//")]
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}
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for _, token := range glslIdentifier.FindAllString(l, -1) {
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if _, ok := glslReservedKeywords[token]; ok {
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panic(fmt.Sprintf("opengl: %q is a reserved keyword", token))
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}
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}
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}
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}
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func vertexShaderStr() string {
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src := shaderStrVertex
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checkGLSL(src)
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return src
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}
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func fragmentShaderStr(useColorM bool, filter graphicsdriver.Filter, address graphicsdriver.Address) string {
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replaces := map[string]string{
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"{{.AddressClampToZero}}": fmt.Sprintf("%d", graphicsdriver.AddressClampToZero),
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"{{.AddressRepeat}}": fmt.Sprintf("%d", graphicsdriver.AddressRepeat),
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"{{.AddressUnsafe}}": fmt.Sprintf("%d", graphicsdriver.AddressUnsafe),
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}
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src := shaderStrFragment
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for k, v := range replaces {
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src = strings.Replace(src, k, v, -1)
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}
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var defs []string
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if useColorM {
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defs = append(defs, "#define USE_COLOR_MATRIX")
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}
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switch filter {
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case graphicsdriver.FilterNearest:
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defs = append(defs, "#define FILTER_NEAREST")
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case graphicsdriver.FilterLinear:
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defs = append(defs, "#define FILTER_LINEAR")
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default:
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panic(fmt.Sprintf("opengl: invalid filter: %d", filter))
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}
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switch address {
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case graphicsdriver.AddressClampToZero:
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defs = append(defs, "#define ADDRESS_CLAMP_TO_ZERO")
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case graphicsdriver.AddressRepeat:
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defs = append(defs, "#define ADDRESS_REPEAT")
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case graphicsdriver.AddressUnsafe:
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defs = append(defs, "#define ADDRESS_UNSAFE")
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default:
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panic(fmt.Sprintf("opengl: invalid address: %d", address))
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}
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src = strings.Replace(src, "{{.Definitions}}", strings.Join(defs, "\n"), -1)
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checkGLSL(src)
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return src
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}
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const (
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shaderStrVertex = `
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uniform vec2 viewport_size;
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attribute vec2 A0;
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attribute vec2 A1;
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attribute vec4 A2;
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varying vec2 varying_tex;
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varying vec4 varying_color_scale;
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void main(void) {
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varying_tex = A1;
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varying_color_scale = A2;
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mat4 projection_matrix = mat4(
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vec4(2.0 / viewport_size.x, 0, 0, 0),
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vec4(0, 2.0 / viewport_size.y, 0, 0),
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vec4(0, 0, 1, 0),
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vec4(-1, -1, 0, 1)
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);
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gl_Position = projection_matrix * vec4(A0, 0, 1);
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}
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`
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shaderStrFragment = `
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#if defined(GL_ES)
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precision mediump float;
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#else
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#define lowp
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#define mediump
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#define highp
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#endif
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{{.Definitions}}
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uniform sampler2D T0;
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uniform vec4 source_region;
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#if defined(USE_COLOR_MATRIX)
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uniform mat4 color_matrix_body;
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uniform vec4 color_matrix_translation;
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#endif
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uniform highp vec2 source_size;
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varying highp vec2 varying_tex;
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varying highp vec4 varying_color_scale;
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highp vec2 adjustTexelByAddress(highp vec2 p, highp vec4 source_region) {
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#if defined(ADDRESS_CLAMP_TO_ZERO)
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return p;
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#endif
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#if defined(ADDRESS_REPEAT)
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highp vec2 o = vec2(source_region[0], source_region[1]);
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highp vec2 size = vec2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
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return mod((p - o), size) + o;
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#endif
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#if defined(ADDRESS_UNSAFE)
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return p;
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#endif
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}
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void main(void) {
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highp vec2 pos = varying_tex;
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#if defined(FILTER_NEAREST)
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vec4 color;
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# if defined(ADDRESS_UNSAFE)
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color = texture2D(T0, pos);
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# else
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pos = adjustTexelByAddress(pos, source_region);
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if (source_region[0] <= pos.x &&
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source_region[1] <= pos.y &&
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pos.x < source_region[2] &&
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pos.y < source_region[3]) {
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color = texture2D(T0, pos);
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} else {
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color = vec4(0, 0, 0, 0);
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}
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# endif // defined(ADDRESS_UNSAFE)
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#endif // defined(FILTER_NEAREST)
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#if defined(FILTER_LINEAR)
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vec4 color;
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highp vec2 texel_size = 1.0 / source_size;
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// Shift 1/512 [texel] to avoid the tie-breaking issue (#1212).
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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highp vec2 p0 = pos - (texel_size) / 2.0 + (texel_size / 512.0);
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highp vec2 p1 = pos + (texel_size) / 2.0 + (texel_size / 512.0);
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# if !defined(ADDRESS_UNSAFE)
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p0 = adjustTexelByAddress(p0, source_region);
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p1 = adjustTexelByAddress(p1, source_region);
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# endif // defined(ADDRESS_UNSAFE)
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vec4 c0 = texture2D(T0, p0);
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vec4 c1 = texture2D(T0, vec2(p1.x, p0.y));
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vec4 c2 = texture2D(T0, vec2(p0.x, p1.y));
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vec4 c3 = texture2D(T0, p1);
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# if !defined(ADDRESS_UNSAFE)
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if (p0.x < source_region[0]) {
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c0 = vec4(0, 0, 0, 0);
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c2 = vec4(0, 0, 0, 0);
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}
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if (p0.y < source_region[1]) {
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c0 = vec4(0, 0, 0, 0);
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c1 = vec4(0, 0, 0, 0);
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}
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if (source_region[2] <= p1.x) {
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c1 = vec4(0, 0, 0, 0);
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c3 = vec4(0, 0, 0, 0);
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}
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if (source_region[3] <= p1.y) {
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c2 = vec4(0, 0, 0, 0);
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c3 = vec4(0, 0, 0, 0);
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}
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# endif // defined(ADDRESS_UNSAFE)
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vec2 rate = fract(p0 * source_size);
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color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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#endif // defined(FILTER_LINEAR)
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# if defined(USE_COLOR_MATRIX)
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// Un-premultiply alpha.
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// When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
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color.rgb /= color.a + (1.0 - sign(color.a));
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// Apply the color matrix or scale.
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color = (color_matrix_body * color) + color_matrix_translation;
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// Premultiply alpha
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color.rgb *= color.a;
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// Apply color scale.
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color *= varying_color_scale;
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// Clamp the output.
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color.rgb = min(color.rgb, color.a);
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# else
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// Apply color scale.
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color *= varying_color_scale;
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// No clamping needed as the color matrix shader is used then.
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# endif // defined(USE_COLOR_MATRIX)
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gl_FragColor = color;
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}
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`
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)
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@ -181,6 +181,10 @@ func (g *Graphics) uniformVariableName(idx int) string {
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}
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func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.ShaderImageCount]graphicsdriver.ImageID, offsets [graphics.ShaderImageCount - 1][2]float32, shaderID graphicsdriver.ShaderID, indexLen int, indexOffset int, mode graphicsdriver.CompositeMode, colorM graphicsdriver.ColorM, filter graphicsdriver.Filter, address graphicsdriver.Address, dstRegion, srcRegion graphicsdriver.Region, uniforms [][]float32, evenOdd bool) error {
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if shaderID == graphicsdriver.InvalidShaderID {
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return fmt.Errorf("opengl: shader ID is invalid")
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}
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destination := g.images[dstID]
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g.drawCalled = true
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@ -196,145 +200,95 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcIDs [graphics.
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)
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g.context.blendFunc(mode)
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var program program
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if shaderID == graphicsdriver.InvalidShaderID {
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program = g.state.programs[programKey{
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useColorM: !colorM.IsIdentity(),
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filter: filter,
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address: address,
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}]
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shader := g.shaders[shaderID]
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program := shader.p
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dw, dh := destination.framebufferSize()
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g.uniformVars = append(g.uniformVars, uniformVariable{
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name: "viewport_size",
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value: []float32{float32(dw), float32(dh)},
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typ: shaderir.Type{Main: shaderir.Vec2},
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}, uniformVariable{
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name: "source_region",
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value: []float32{
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srcRegion.X,
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srcRegion.Y,
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srcRegion.X + srcRegion.Width,
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srcRegion.Y + srcRegion.Height,
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},
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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if !colorM.IsIdentity() {
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// ColorM's elements are immutable. It's OK to hold the reference without copying.
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var esBody [16]float32
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var esTranslate [4]float32
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colorM.Elements(esBody[:], esTranslate[:])
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g.uniformVars = append(g.uniformVars, uniformVariable{
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name: "color_matrix_body",
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value: esBody[:],
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typ: shaderir.Type{Main: shaderir.Mat4},
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}, uniformVariable{
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name: "color_matrix_translation",
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value: esTranslate[:],
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typ: shaderir.Type{Main: shaderir.Vec4},
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})
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}
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if filter != graphicsdriver.FilterNearest {
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sw, sh := g.images[srcIDs[0]].framebufferSize()
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g.uniformVars = append(g.uniformVars, uniformVariable{
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name: "source_size",
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value: []float32{float32(sw), float32(sh)},
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typ: shaderir.Type{Main: shaderir.Vec2},
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})
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}
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ulen := graphics.PreservedUniformVariablesCount + len(uniforms)
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if cap(g.uniformVars) < ulen {
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g.uniformVars = make([]uniformVariable, ulen)
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} else {
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shader := g.shaders[shaderID]
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program = shader.p
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ulen := graphics.PreservedUniformVariablesCount + len(uniforms)
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if cap(g.uniformVars) < ulen {
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g.uniformVars = make([]uniformVariable, ulen)
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} else {
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g.uniformVars = g.uniformVars[:ulen]
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}
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{
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const idx = graphics.TextureDestinationSizeUniformVariableIndex
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w, h := destination.framebufferSize()
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = []float32{float32(w), float32(h)}
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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sizes := make([]float32, 2*len(srcIDs))
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for i, srcID := range srcIDs {
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if img := g.images[srcID]; img != nil {
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w, h := img.framebufferSize()
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sizes[2*i] = float32(w)
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sizes[2*i+1] = float32(h)
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}
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g.uniformVars = g.uniformVars[:ulen]
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}
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{
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const idx = graphics.TextureDestinationSizeUniformVariableIndex
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w, h := destination.framebufferSize()
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = []float32{float32(w), float32(h)}
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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sizes := make([]float32, 2*len(srcIDs))
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for i, srcID := range srcIDs {
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if img := g.images[srcID]; img != nil {
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w, h := img.framebufferSize()
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sizes[2*i] = float32(w)
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sizes[2*i+1] = float32(h)
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}
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const idx = graphics.TextureSourceSizesUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = sizes
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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dw, dh := destination.framebufferSize()
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{
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origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = origin
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
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const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = size
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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voffsets := make([]float32, 2*len(offsets))
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for i, o := range offsets {
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voffsets[2*i] = o[0]
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voffsets[2*i+1] = o[1]
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}
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const idx = graphics.TextureSourceOffsetsUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = voffsets
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
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const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = origin
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
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const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = size
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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{
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const idx = graphics.ProjectionMatrixUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = []float32{
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2 / float32(dw), 0, 0, 0,
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0, 2 / float32(dh), 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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}
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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for i, v := range uniforms {
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const offset = graphics.PreservedUniformVariablesCount
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g.uniformVars[i+offset].name = g.uniformVariableName(i + offset)
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g.uniformVars[i+offset].value = v
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g.uniformVars[i+offset].typ = shader.ir.Uniforms[i+offset]
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}
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const idx = graphics.TextureSourceSizesUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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g.uniformVars[idx].value = sizes
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g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
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}
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dw, dh := destination.framebufferSize()
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{
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origin := []float32{float32(dstRegion.X) / float32(dw), float32(dstRegion.Y) / float32(dh)}
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const idx = graphics.TextureDestinationRegionOriginUniformVariableIndex
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g.uniformVars[idx].name = g.uniformVariableName(idx)
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||||
g.uniformVars[idx].value = origin
|
||||
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
|
||||
}
|
||||
{
|
||||
size := []float32{float32(dstRegion.Width) / float32(dw), float32(dstRegion.Height) / float32(dh)}
|
||||
const idx = graphics.TextureDestinationRegionSizeUniformVariableIndex
|
||||
g.uniformVars[idx].name = g.uniformVariableName(idx)
|
||||
g.uniformVars[idx].value = size
|
||||
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
|
||||
}
|
||||
{
|
||||
voffsets := make([]float32, 2*len(offsets))
|
||||
for i, o := range offsets {
|
||||
voffsets[2*i] = o[0]
|
||||
voffsets[2*i+1] = o[1]
|
||||
}
|
||||
const idx = graphics.TextureSourceOffsetsUniformVariableIndex
|
||||
g.uniformVars[idx].name = g.uniformVariableName(idx)
|
||||
g.uniformVars[idx].value = voffsets
|
||||
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
|
||||
}
|
||||
{
|
||||
origin := []float32{float32(srcRegion.X), float32(srcRegion.Y)}
|
||||
const idx = graphics.TextureSourceRegionOriginUniformVariableIndex
|
||||
g.uniformVars[idx].name = g.uniformVariableName(idx)
|
||||
g.uniformVars[idx].value = origin
|
||||
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
|
||||
}
|
||||
{
|
||||
size := []float32{float32(srcRegion.Width), float32(srcRegion.Height)}
|
||||
const idx = graphics.TextureSourceRegionSizeUniformVariableIndex
|
||||
g.uniformVars[idx].name = g.uniformVariableName(idx)
|
||||
g.uniformVars[idx].value = size
|
||||
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
|
||||
}
|
||||
{
|
||||
const idx = graphics.ProjectionMatrixUniformVariableIndex
|
||||
g.uniformVars[idx].name = g.uniformVariableName(idx)
|
||||
g.uniformVars[idx].value = []float32{
|
||||
2 / float32(dw), 0, 0, 0,
|
||||
0, 2 / float32(dh), 0, 0,
|
||||
0, 0, 1, 0,
|
||||
-1, -1, 0, 1,
|
||||
}
|
||||
g.uniformVars[idx].typ = shader.ir.Uniforms[idx]
|
||||
}
|
||||
|
||||
for i, v := range uniforms {
|
||||
const offset = graphics.PreservedUniformVariablesCount
|
||||
g.uniformVars[i+offset].name = g.uniformVariableName(i + offset)
|
||||
g.uniformVars[i+offset].value = v
|
||||
g.uniformVars[i+offset].typ = shader.ir.Uniforms[i+offset]
|
||||
}
|
||||
|
||||
var imgs [graphics.ShaderImageCount]textureVariable
|
||||
|
@ -19,7 +19,6 @@ import (
|
||||
"runtime"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
||||
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
||||
)
|
||||
|
||||
@ -114,12 +113,6 @@ func init() {
|
||||
}
|
||||
}
|
||||
|
||||
type programKey struct {
|
||||
useColorM bool
|
||||
filter graphicsdriver.Filter
|
||||
address graphicsdriver.Address
|
||||
}
|
||||
|
||||
// openGLState is a state for
|
||||
type openGLState struct {
|
||||
// arrayBuffer is OpenGL's array buffer (vertices data).
|
||||
@ -128,9 +121,6 @@ type openGLState struct {
|
||||
// elementArrayBuffer is OpenGL's element array buffer (indices data).
|
||||
elementArrayBuffer buffer
|
||||
|
||||
// programs is OpenGL's program for rendering a texture.
|
||||
programs map[programKey]program
|
||||
|
||||
lastProgram program
|
||||
lastUniforms map[string][]float32
|
||||
lastActiveTexture int
|
||||
@ -153,18 +143,6 @@ func (s *openGLState) reset(context *context) error {
|
||||
delete(s.lastUniforms, key)
|
||||
}
|
||||
|
||||
// When context lost happens, deleting programs or buffers is not necessary.
|
||||
// However, it is not assumed that reset is called only when context lost happens.
|
||||
// Let's delete them explicitly.
|
||||
if s.programs == nil {
|
||||
s.programs = map[programKey]program{}
|
||||
} else {
|
||||
for k, p := range s.programs {
|
||||
context.deleteProgram(p)
|
||||
delete(s.programs, k)
|
||||
}
|
||||
}
|
||||
|
||||
// On browsers (at least Chrome), buffers are already detached from the context
|
||||
// and must not be deleted by DeleteBuffer.
|
||||
if runtime.GOOS != "js" {
|
||||
@ -176,46 +154,6 @@ func (s *openGLState) reset(context *context) error {
|
||||
}
|
||||
}
|
||||
|
||||
shaderVertexModelviewNative, err := context.newVertexShader(vertexShaderStr())
|
||||
if err != nil {
|
||||
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
||||
}
|
||||
defer context.deleteShader(shaderVertexModelviewNative)
|
||||
|
||||
for _, c := range []bool{false, true} {
|
||||
for _, a := range []graphicsdriver.Address{
|
||||
graphicsdriver.AddressClampToZero,
|
||||
graphicsdriver.AddressRepeat,
|
||||
graphicsdriver.AddressUnsafe,
|
||||
} {
|
||||
for _, f := range []graphicsdriver.Filter{
|
||||
graphicsdriver.FilterNearest,
|
||||
graphicsdriver.FilterLinear,
|
||||
} {
|
||||
shaderFragmentColorMatrixNative, err := context.newFragmentShader(fragmentShaderStr(c, f, a))
|
||||
if err != nil {
|
||||
panic(fmt.Sprintf("graphics: shader compiling error:\n%s", err))
|
||||
}
|
||||
defer context.deleteShader(shaderFragmentColorMatrixNative)
|
||||
|
||||
program, err := context.newProgram([]shader{
|
||||
shaderVertexModelviewNative,
|
||||
shaderFragmentColorMatrixNative,
|
||||
}, theArrayBufferLayout.names())
|
||||
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
s.programs[programKey{
|
||||
useColorM: c,
|
||||
filter: f,
|
||||
address: a,
|
||||
}] = program
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
s.arrayBuffer = theArrayBufferLayout.newArrayBuffer(context)
|
||||
|
||||
// Note that the indices passed to NewElementArrayBuffer is not under GC management
|
||||
|
Loading…
Reference in New Issue
Block a user